vue3中使用three.js记录
记录一下three.js配合vite+vue3的使用。
安装three.js
使用npm安装:
npm install --save three
开始使用
1.定义一个div
<template><div ref="threeContainer" class="w-full h-full"></div>
</template>
可以给这个div
定义一个ref
,之后会使用ref
获取该页面的宽和高以及插入canvas
,或者直接插入document.body
。这里有一个前提,这个div
需要被定义确定的宽和高,例如style="width:100vw;height:100vh"
2.定义script
引入threejs以及可能会用到的组件
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js';
import { Water } from 'three/examples/jsm/objects/Water2.js';
import gsap from 'gsap';
定义一些常用的变量以及初始化方法
let scene: any, camera: any, renderer: any, controls: any, dracoLoader: any, gltfLoader: any, starsInstance: any;
onUnmounted(() => {// 退出时清理资源if (renderer) renderer.dispose();
});
const initThree = () => {// 初始化场景scene = new THREE.Scene();// 初始化相机camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);camera.position.set(-3.23, 2.98, 4.06);camera.updateProjectionMatrix();// 初始化渲染器renderer = new THREE.WebGLRenderer({// 设置抗锯齿antialias: true});renderer.setSize(window.innerWidth, window.innerHeight);// 渲染完成后插入bodydocument.body.appendChild(renderer.domElement);// 设置色调映射renderer.outputEncoding = THREE.sRGBEncoding;renderer.toneMapping = THREE.ACESFilmicToneMapping;renderer.toneMappingExposure = 0.5;renderer.shadowMap.enabled = true;renderer.physicallyCorrectLights = true;// 初始化控制器controls = new OrbitControls(camera, renderer.domElement);controls.target.set(-8, 2, 0);controls.enableDamping = true;// 初始化loader以及设置压缩模型的解压缩地址dracoLoader = new DRACOLoader();dracoLoader.setDecoderPath('./draco/');gltfLoader = new GLTFLoader();gltfLoader.setDRACOLoader(dracoLoader);// 加载环境纹理,天空鱼眼图片const rgbeLoader = new RGBELoader();rgbeLoader.load('./textures/sky.hdr', (texture) => {texture.mapping = THREE.EquirectangularReflectionMapping;scene.background = texture;scene.environment = texture;});// 加载模型gltfLoader.load('./model/scene.glb', (gltf: any) => {const model = gltf.scene;model.traverse((child: any) => {if (child.name === 'Plane') {child.visible = false;}if (child.isMesh) {child.castShadow = true;child.receiveShadow = true;}});scene.add(model);});// 设置灯光initLight();
};
const initLight = () => {// 添加平行光const light = new THREE.DirectionalLight(0xffffff, 1);light.position.set(0, 50, 0);scene.add(light);
};
const render = () => {requestAnimationFrame(render);renderer.render(scene, camera);controls.update();
};
initThree();
render();
// 监听鼠标事件
window.addEventListener('click',(e) => {if (isAnimate) return;isAnimate = true;index.value++;if (index.value > scenes.length - 1) {index.value = 0;restoreHeart();}scenes[index.value].callback();setTimeout(() => {isAnimate = false;}, 1000);},false
);